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The Old School Players Community - Looking For Help
The Old School Players Community has recently given birth to a new gaming server, ARMA LIFE. As an outcome are now understaffed. We need help with development, whitelist policing, and maybe marketing.
Get back to us via Discord or The OSP Forums in the links below.
https://discord.gg/2e9dC4g
https://www.oldschoolplayers.net/
Thanks - Tyler

Hello
recently have bought a server from gamingdeluxe and well yeah mission files in and the idea was that i have set mods always essential and a set of mods optional.
However when i add the mods into the command line that i want essential. some of them stay as optional. is there anyway i can literally FORCE the server to load these mods.
my command line looks like this (-enableHT "-name=Arma3" "-profiles=instance" "-cfg=instance\basic.cfg" "-config=instance\server.cfg" "-bepath=D:\xxgames\TylerB\18571\battleye" -ip=81.19.208.17 -port=2300 "-mod=@CBA_A3;@ACE3;@ACEX;@RHSUSAF;@RHSAFRF" -autoinit) however any other mod i add to this command line does not appear as forced by the server.
Yes the mod's is in the root directory of the server
yes the keys are correct and in the right folder.
verify signiture is on V2
Battleye is ON
Its a custom mission using rhs etc
i want to add the following to the command line to make ESSENTIAL -->
splendid smoke
backpackonchest
tfar beta
vsm all in one
however when these are in the command line.. the launcher screen either says "no mods required by server" or they arnt forced and listed only as optional.
PS. im not like advanced at this but i think what i have done is correct.

hello. :) ill try to keep this short but i had a few ideas i wanted to share.
myself, and allot of my friends, are pilots in arma 3. we have decent computers, so we prefered flying with increased view distance, but since the admin debug has been disabled we no longer can see very far at all since were stuck at 1500 view distance in public zeuses. this has affected our ability to scout ahead, accurately lock with weapons, and engage from greater ranges/heights. with that in mind allow me to suggest three possible fixes for this problem.
solution 1: if there was an option to set the default view distance for a server in the parameters, before the mission begins, it would allow players to decide their comfortable distance to balance performance and visual quality, and aleviate the constant fog plagueing pilots in public zeuses.
solution 2: if it were somehow possible to code the game to allow a players personal view distance setting in their options menu to decide their client side view distance level, without it adversely affecting other players or destableizeing the engine, it would mean that the guy with a very powerful pc could have maximum view distance without causeing me to crash and vice versa.
solution 3: this one is a bit iffy but ment as a last resort if previous two are impossible. perhaps if the zeus had a view distance module that runs the same remote exec script used before debug console was lost, it would allow for editing of view distance mid mission, and the players can kick the zeus in worst case of him refuseing to lower it if they are experienceing issues.
if you have read this i thank you for your time and hope you will consider my request.
sincerely
501st airborne division (arma 3 unit)

hello. :) ill try to keep this short but i had a few ideas i wanted to share.
myself, and allot of my friends, are pilots in arma 3. we have decent computers, so we prefered flying with increased view distance, but since the admin debug has been disabled we no longer can see very far at all since were stuck at 1500 view distance in public zeuses. this has affected our ability to scout ahead, accurately lock with weapons, and engage from greater ranges/heights. with that in mind allow me to suggest three possible fixes for this problem.
solution 1: if there was an option to set the default view distance for a server in the parameters, before the mission begins, it would allow players to decide their comfortable distance to balance performance and visual quality, and aleviate the constant fog plagueing pilots in public zeuses.
solution 2: if it were somehow possible to code the game to allow a players personal view distance setting in their options menu to decide their client side view distance level, without it adversely affecting other players or destableizeing the engine, it would mean that the guy with a very powerful pc could have maximum view distance without causeing me to crash and vice versa.
solution 3: this one is a bit iffy but ment as a last resort if previous two are impossible. perhaps if the zeus had a view distance module that runs the same remote exec script used before debug console was lost, it would allow for editing of view distance mid mission, and the players can kick the zeus in worst case of him refuseing to lower it if they are experienceing issues.
if you have read this i thank you for your time and hope you will consider my request.
sincerely
501st airborne division (arma 3 unit)
p.s. this is a reupload because my last one is apparently in the wrong damn category and i couldnt find the delete button. great.

anyone willing to share how they set up reserved slots for their dedicated server? Im trying to build a 1-3 slots reserved for admin & mods to always be able to join as well as set up a restricted Zeus slot that only authorized people can access. thanks!

Since the last update (or 2nd last), every time i start the game via the launcher (with battleye enabled) windows UAC pops up and wants admin rights for arma3battleye.exe this is definitely new and annoying since my guest pcs over here are all running without admin accounts i have to put in the password every time...
every other battleye enabled game i know doesn't want admin rights...
please fix it.

I need help with securing my server configuration. I had a public server configured on a Windows DS and running ZGM Master Altis. I logged on today and I played for a bit and then I was banned from my own server. I then found two bans in the bans.txt. But I had a strong password on the admin and voting was disabled. I am including my server configuration below, and I need someone to look this over and give me some help with securing my DS. I have stopped and restarted the server, but I have made it private from now on. I guess I need to learn from this experience.
//
// server.cfg
//
// STEAM
steamport=2440;
steamqueryport=2441;
// GLOBAL SETTINGS
hostname = "Tactical gaming Arma 3 server. | Wombat Servers"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "*************"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
//reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
//reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
//reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead
reportingIP = "arma3pc.master.gamespy.com";
logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {
"", "",
"ARMA 3 by Wombat Servers",
"", "",
"Like us on Facebook",
"http://www.facebook.com/WombatServers",
""
};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 8; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
//requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// INGAME SETTINGS
disableVoN = 0; // If set to 1, Voice over Net will not be available
vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30
persistent = 1; // If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1; // Server to use BattlEye system
// SCRIPTING ISSUES
onUserConnected = ""; //
onUserDisconnected = ""; //
doubleIdDetected = ""; //
//regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!
// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
class Missions {};
Thank you. I hope someone more experienced with public servers can help me out.